story: date=December 2007
Welcome to CWAnswers
CWAnswers is your guide to the sprawling world wide web. The directory aims to provide a useful guide made by users. You can share your knowledge as well - simply sign up and edit your first entry. For questions just contact the team at support - at - cwanswers.com.
Weblinks for Interactive
Top 10 for Interactive
Things about Interactive you find nowhere else.
Select content modules
Unit Interactive :: Blog
Unit Interactive is an interactive design consultancy. Website design, standards compliant code and css development by Andy Rutledge and Angela Conlon.unitinteractive.com/blog/TATA Interactive Systems
The corporate blog of TATA Interactive Systems. Bringing forth views and providing a window to our work. ... the Tata Interactive Systems Corporate Blog and in ...blog.tatainteractive.com/AU Interactive - Internet Marketing Tips and Observations
My $500 Domain Buying Mistake, and How You can Avoid It ... Copyright 2006-2008 © AU Interactive. Terms of Use and Privacy Policy ...blog.auinteractive.com/If These Servers Could Talk - The opus:interactive blog.
If These Servers Could Talk - The opus:interactive blog. An ongoing and occasionally meandering discussion of what "interactive" means.blog.opusinteractive.com/Superior Interactive Blog
Superior Interactive Blog. All about our current and ... This blog will feature news and information from our software company, Superior Interactive. ...www.superiorinteractive.blogspot.com/story: date=December 2007
In the fields of information science, communication, and industrial design, there is debate over the meaning of Interactivity. In the "contingency view" of interactivity, there are three levels: Noninteractive, when a message is not related to previous messages; Reactive, when a message is related only to one immediately previous message; and Interactive, when a message is related to a number of previous messages and to the relationship between them.
Interactivity is similar to the degree of responsiveness, and is examined as a communication process in which each message is related to the previous messages exchanged, and to the relation of those messages to the messages preceding them.
Human to human communication
Human communication is the basic example of interactive communication which involves two different processes; human to human interactivity and human to computer interactivity. Human-Human interactivity is the communication between people. On the other hand, human to computer communication is the way that people communicate with new media. According to Rada Roy (1996) the "Human Computer interaction model might consists of 4 main components which consist of HUMAN, COMPUTER, TASK ENVIRONMENT and MACHINE ENVIRONMENT. The two basic flows of information and control are assumed. The communication between people and computers; one must understand something about both and about the tasks which people perform with computers. A general model of human - computer interface emphazizes the flow of information and control at the human computer interface (12)." Human to Human interactivity consists of many conceptualizations which are based on anthropomorphic definitions. For example, complex systems that detect and react to human behavior are sometimes called interactive. Under this perspective, interaction includes responses to human physical manipulation like movement, body language, and/or changes in psychology|psychological states.
Human to artifact communication
In the context of communication between a human and an artifact, interactivity refers to the artifact's interactive behaviour as experienced by the human user. This is different from other aspects of the artifact such as its visual appearance, its internal working, and the meaning of the signs it might mediate. For example, the interactivity of an iPod is not its physical shape and colour (its so-called "design"), its ability to play music, or its storage capacity—it is the behaviour of its user interface as experienced by its user. This includes the way you move your finger on its input wheel, the way this allows you to select a tune in the playlist, and the way you control the volume.
An artifact's interactivity is best perceived through use. A bystander can imagine how it would be like to use an artifact by watching others use it, but it is only through actual use that its interactivity is fully experienced and "felt". This is due to the kinesthetic nature of the interactive experience. It is similar to the difference between watching someone drive a car and actually driving it. It is only through driving the car that you can experience and "feel" how this car differs from other cars.
























